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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_RECT_H
#define COMMON_RECT_H
#include "common/scummsys.h"
#include "common/util.h"
namespace Common {
/**
* Simple class for handling both 2D position and size.
*/
struct Point {
int16 x; //!< The horizontal part of the point
int16 y; //!< The vertical part of the point
Point() : x(0), y(0) {}
Point(const Point &p) : x(p.x), y(p.y) {}
explicit Point(int16 x1, int16 y1) : x(x1), y(y1) {}
Point & operator=(const Point & p) { x = p.x; y = p.y; return *this; };
bool operator==(const Point & p) const { return x == p.x && y == p.y; };
bool operator!=(const Point & p) const { return x != p.x || y != p.y; };
/**
* Return the square of the distance between this point and the point p.
*
* @param p the other point
* @return the distance between this and p
*/
uint sqrDist(const Point & p) const {
int diffx = ABS(p.x - x);
if (diffx >= 0x1000)
return 0xFFFFFF;
int diffy = ABS(p.y - y);
if (diffy >= 0x1000)
return 0xFFFFFF;
return uint(diffx*diffx + diffy*diffy);
}
};
/**
* Simple class for handling a rectangular zone.
*
* Note: This implementation is built around the assumption that (top,left) is
* part of the rectangle, but (bottom,right) is not. This is reflected in
* various methods, including contains(), intersects() and others.
*
* Another very wide spread approach to rectangle classes treats (bottom,right)
* also as a part of the rectangle.
*
* Conceptually, both are sound, but the approach we use saves many intermediate
* computations (like computing the height in our case is done by doing this:
* height = bottom - top;
* while in the alternate system, it would be
* height = bottom - top + 1;
*
* When writing code using our Rect class, always keep this principle in mind!
*/
struct Rect {
int16 top, left; //!< The point at the top left of the rectangle (part of the rect).
int16 bottom, right; //!< The point at the bottom right of the rectangle (not part of the rect).
Rect() : top(0), left(0), bottom(0), right(0) {}
Rect(int16 w, int16 h) : top(0), left(0), bottom(h), right(w) {}
Rect(int16 x1, int16 y1, int16 x2, int16 y2) : top(y1), left(x1), bottom(y2), right(x2) {
assert(isValidRect());
}
int16 width() const { return right - left; }
int16 height() const { return bottom - top; }
void setWidth(int16 aWidth) {
right = left + aWidth;
}
void setHeight(int16 aHeight) {
bottom = top + aHeight;
}
/**
* Check if given position is inside this rectangle.
*
* @param x the horizontal position to check
* @param y the vertical position to check
*
* @return true if the given position is inside this rectangle, false otherwise
*/
bool contains(int16 x, int16 y) const {
return (left <= x) && (x < right) && (top <= y) && (y < bottom);
}
/**
* Check if given point is inside this rectangle.
*
* @param p the point to check
*
* @return true if the given point is inside this rectangle, false otherwise
*/
bool contains(const Point &p) const {
return contains(p.x, p.y);
}
/**
* Check if the given rect is _fully_ contained inside this rectangle.
*
* @param r The rectangle to check
*
* @return true if the given rect is inside, false otherwise
*/
bool contains(const Rect &r) const {
return (left < r.left) && (right > r.right) && (top < r.top) && (bottom > r.bottom);
}
/**
* Check if given rectangle intersects with this rectangle
*
* @param r the rectangle to check
*
* @return true if the given rectangle is inside the rectangle, false otherwise
*/
bool intersects(const Rect &r) const {
return (left < r.right) && (r.left < right) && (top < r.bottom) && (r.top < bottom);
}
/**
* Extend this rectangle so that it contains r
*
* @param r the rectangle to extend by
*/
void extend(const Rect &r) {
left = MIN(left, r.left);
right = MAX(right, r.right);
top = MIN(top, r.top);
bottom = MAX(bottom, r.bottom);
}
/**
* Extend this rectangle in all four directions by the given number of pixels
*
* @param offset the size to grow by
*/
void grow(int16 offset) {
top -= offset;
left -= offset;
bottom += offset;
right += offset;
}
void clip(const Rect &r) {
assert(isValidRect());
assert(r.isValidRect());
if (top < r.top) top = r.top;
else if (top > r.bottom) top = r.bottom;
if (left < r.left) left = r.left;
else if (left > r.right) left = r.right;
if (bottom > r.bottom) bottom = r.bottom;
else if (bottom < r.top) bottom = r.top;
if (right > r.right) right = r.right;
else if (right < r.left) right = r.left;
}
void clip(int maxw, int maxh) {
clip(Rect(0, 0, maxw, maxh));
}
bool isEmpty() const {
return (left >= right || top >= bottom);
}
bool isValidRect() const {
return (left <= right && top <= bottom);
}
void moveTo(int16 x, int16 y) {
bottom += y - top;
right += x - left;
top = y;
left = x;
}
void translate(int16 dx, int16 dy) {
left += dx; right += dx;
top += dy; bottom += dy;
}
void moveTo(const Point &p) {
moveTo(p.x, p.y);
}
void debugPrint(int debuglevel = 0, const char *caption = "Rect:") const {
debug(debuglevel, "%s %d, %d, %d, %d", caption, left, top, right, bottom);
}
/**
* Create a rectangle around the given center.
*/
static Rect center(int16 cx, int16 cy, int16 w, int16 h) {
w /= 2;
h /= 2;
return Rect(cx - w, cy - h, cx + w, cy + h);
}
};
} // End of namespace Common
#endif
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